Combat
Combat is a method of resolving conflict between fighting parties in D&D. The accuracy of these combats in relation to the real world is not a priority, and is often subjugated by the need for playability. Many aspects of the system draw from real-world circumstances. These familiar elements are key to enhancing player immersion, anchoring the fantastical within relatable experiences.
The combat system described in the links below is a heavily modified version of the original AD&D model. Certain elements of AD&D remain intact because they function effectively within this framework, but AD&D is by no means considered the "ideal" model. Any feature, even if derived from AD&D, will be replaced if a better alternative is identified. The goal is to craft the most engaging, strategic, tension-filled, and emotionally rewarding combat system possible.
To that end, this system incorporates elements from other versions of D&D while remaining largely original in its design. It encourages player creativity and innovation but does so within clearly defined boundaries that ensure balance and structure.
Combat is an integral part of a successful D&D game , providing moments of high tension and excitement that engage players fully in the challenge. A well-designed combat encounter should evoke a mix of fear and exhilaration, with a genuine sense of risk that makes both failure and triumph meaningful. The decisions made during combat carry weight, requiring players to think strategically and act decisively under pressure.
The uncertainty of combat — the possibility of losing a character or facing severe consequences — creates an edge that keeps players invested. At the same time, the thrill of achieving victory through clever tactics and teamwork offers a deep sense of satisfaction. Combat should never feel routine; instead, it should serve as a moment where players feel the stakes of their choices and the tension of their circumstances.
Links
Below are a list of links describing concepts and elements related to this combat system.
- Ability Checks
- Acid-based Attacks
- Action Points
- Armour Class
- Armour List
- Attacking in Combat
- Attack of Opportunity
- Attacks with Two Weapons
- Binding Wounds (sage ability)
- Charging
- Close Drop (sage ability)
- Combat Hex
- Combat Round
- Cover (defense)
- Critical Hits & Fumbles
- Damage (hit points)
- Drawing a Weapon while Moving
- Dual Combatants (sage ability)
- Entangled and Snarled Weapons
- Experience Level
- Experience (X.P.)
- Fighting Blind
- Fighting with Lance
- Grappling
- Grenade-like Missiles
- Healing
- Helpless Defenders
- Hit Dice
- Hit Points
- Hit Points per Die
- Hurled Weapons
- Illumination
- Immersion & Combat
- Incidental Damage
- Initiative
- Injury
- Line-of-sight
- Main-gauche (sage ability)
- Martial Spirit
- Melee
- Missile Weapons
- Morale
- Movement (stride)
- Movement in Combat
- Multiple Attacks
- Multiple Defenders in One Hex
- Naval Combat
- Necrotic Damage
- Negative Hit Points
- On Guard (sage ability)
- Overbearing
- Phalanx (sage ability)
- Protective Cover
- Puissance (sage study)
- Pummelling
- Reach
- Rear & Flank Attacks
- Roll to Hit
- Rouse Sleeping Creatures
- Saving Throws
- Saving Throws for Items
- Shield (armour)
- Shield as a Weapon (sage ability)
- Siege Engines
- Spear (weapon)
- Spellcasting
- Strength (ability stat)
- Strengthened Arm (sage ability)
- Stun Lock
- Submerged Combat
- Surprise
- Swimming & Combat
- THAC0
- Throwing a Grapple
- Turn-based Combat
- Unsteadiness & Combat
- Using Found Objects as Weapons
- Using Poisoned Weapons
- Weapons List
- Weapon Proficiencies
- Wounds